Chapter 6, System Design Lecture 1 - PowerPoint PPT Presentation

1 / 42
About This Presentation
Title:

Chapter 6, System Design Lecture 1

Description:

Client should be customized for interactive display-intensive tasks. Server should provide CPU-intensive operations. Scalability ... – PowerPoint PPT presentation

Number of Views:23
Avg rating:3.0/5.0
Slides: 43
Provided by: BerndB
Category:

less

Transcript and Presenter's Notes

Title: Chapter 6, System Design Lecture 1


1
Chapter 6, System DesignLecture 1
2
Design
  • There are two ways of constructing a software
    design One way is to make it so simple that
    there are obviously no deficiencies, and the
    other way is to make it so complicated that there
    are no obvious deficiencies.
  • - C.A.R. Hoare

3
Why is Design so Difficult?
  • Analysis Focuses on the application domain
  • Design Focuses on the implementation domain
  • Design knowledge is a moving target
  • The reasons for design decisions are changing
    very rapidly
  • Halftime knowledge in software engineering About
    3-5 years
  • What I teach today will be out of date in 3 years
  • Cost of hardware rapidly sinking
  • Design window
  • Time in which design decisions have to be made

4
The Purpose of System Design
Problem
  • Bridging the gap between desired and existing
    system in a manageable way
  • Use Divide and Conquer
  • We model the new system to be developed as a set
    of subsystems

New System
Existing System
5
System Design
System Design
Failure
2. System
Decomposition
Layers/Partitions Coherence/Coupling
7. Software Control
Monolithic Event-Driven Threads Conc. Processes
3. Concurrency
6. Global

4. Hardware/
Identification of Threads
5. Data
Resource Handling
Softwar
e

Management
Mapping
Access control Security
Persistent Objects
Special purpose
Files
Buy or Build Trade-off
Databases
Allocation
Data structure
Connectivity
6
Overview
  • System Design I
  • 0. Overview of System Design
  • 1. Design Goals
  • 2. Subsystem Decomposition
  • System Design II (next lecture)
  • 3. Concurrency
  • 4. Hardware/Software Mapping
  • 5. Persistent Data Management
  • 6. Global Resource Handling and Access Control
  • 7. Software Control
  • 8. Boundary Conditions

7
How to use the results from the Requirements
Analysis for System Design
  • Nonfunctional requirements gt
  • Activity 1 Design Goals Definition
  • Use Case model gt
  • Activity 2 System decomposition (Selection of
    subsystems based on functional requirements,
    coherence, and coupling)
  • Object model gt
  • Activity 4 Hardware/software mapping
  • Activity 5 Persistent data management
  • Dynamic model gt
  • Activity 3 Concurrency
  • Activity 6 Global resource handling
  • Activity 7 Software control
  • Activity 8 Boundary conditions

8
Section 1. Design Goals
  • Reliability
  • Modifiability
  • Maintainability
  • Understandability
  • Adaptability
  • Reusability
  • Efficiency
  • Portability
  • Traceability of requirements
  • Fault tolerance
  • Backward-compatibility
  • Cost-effectiveness
  • Robustness
  • High-performance
  • Good documentation
  • Well-defined interfaces
  • User-friendliness
  • Reuse of components
  • Rapid development
  • Minimum of errors
  • Readability
  • Ease of learning
  • Ease of remembering
  • Ease of use
  • Increased productivity
  • Low-cost
  • Flexibility

9
Relationship Between Design Goals
End User
Functionality User-friendliness Ease of Use Ease
of learning Fault tolerant Robustness
Low cost Increased Productivity Backward-Compatib
ility Traceability of requirements Rapid
development Flexibility
Runtime Efficiency
Reliability
Portability Good Documentation
Client
(Customer,
Sponsor)
Minimum of errors Modifiability,
Readability Reusability, Adaptability Well-defined
interfaces
10
Typical Design Trade-offs
  • Functionality vs. Usability
  • Cost vs. Robustness
  • Efficiency vs. Portability
  • Rapid development vs. Functionality
  • Cost vs. Reusability
  • Backward Compatibility vs. Readability

11
Nonfunctional Requirements give a clue for the
use of Design Patterns
  • Read the problem statement again
  • Use textual clues (similar to Abbots technique
    in Analysis) to identify design patterns
  • Text manufacturer independent, device
    independent, must support a family of products
  • Abstract Factory Pattern
  • Text must interface with an existing object
  • Adapter Pattern
  • Text must deal with the interface to several
    systems, some of them to be developed in the
    future, an early prototype must be
    demonstrated
  • Bridge Pattern

12
Textual Clues in Nonfunctional Requirements
  • Text complex structure, must have variable
    depth and width
  • Composite Pattern
  • Text must interface to an set of existing
    objects
  • Façade Pattern
  • Text must be location transparent
  • Proxy Pattern
  • Text must be extensible, must be scalable
  • Observer Pattern
  • Text must provide a policy independent from the
    mechanism
  • Strategy Pattern

13
Section 2. System Decomposition
  • Subsystem (UML Package)
  • Collection of classes, associations, operations,
    events and constraints that are interrelated
  • Seed for subsystems UML Objects and Classes.
  • Service
  • Group of operations provided by the subsystem
  • Seed for services Subsystem use cases
  • Service is specified by Subsystem interface
  • Specifies interaction and information flow
    from/to subsystem boundaries, but not inside the
    subsystem.
  • Should be well-defined and small.
  • Often called API Application programmers
    interface, but this term should used during
    implementation, not during System Design

14
Services and Subsystem Interfaces
  • Service A set of related operations that share a
    common purpose
  • Notification subsystem service
  • LookupChannel()
  • SubscribeToChannel()
  • SendNotice()
  • UnscubscribeFromChannel()
  • Services are defined in System Design
  • Subsystem Interface Set of fully typed related
    operations. Also called application programmer
    interface (API)
  • Subsystem Interfaces are defined in Object Design

15
Choosing Subsystems
  • Criteria for subsystem selection Most of the
    interaction should be within subsystems, rather
    than across subsystem boundaries (High
    coherence).
  • Does one subsystem always call the other for the
    service?
  • Which of the subsystems call each other for
    service?
  • Primary Question
  • What kind of service is provided by the
    subsystems (subsystem interface)?
  • Secondary Question
  • Can the subsystems be hierarchically ordered
    (layers)?
  • What kind of model is good for describing layers
    and partitions?

16
Example STARS Subsystem Decomposition
Is this the right decomposition or is this too
much ravioli?
17
Definition Subsystem Interface Object
  • A Subsystem Interface Object provides a service
  • This is the set of public methods provided by the
    subsystem
  • The Subsystem interface describes all the methods
    of the subsystem interface object
  • Use a Facade pattern for the subsystem interface
    object

18
STARS as a set of subsystems communicating via a
software bus
Authoring
Modeling
Workflow
Augmented Reality
Inspection
Repair
Workorder
A Subsystem Interface Object publishes the
service ( Set of public methods) provided by
the subsystem
19
STARS as a 3-layered Architecture
What is the relationship between Modeling and
Authoring? Are other subsystems needed?
20
Coupling and Coherence
  • Goal Reduction of complexity
  • Coherence measures the dependence among classes
  • High coherence The classes in the subsystem
    perform similar tasks and are related to each
    other (via associations)
  • Low coherence Lots of misc and aux objects, no
    associations
  • Coupling measures dependencies between subsystems
  • High coupling Modifications to one subsystem
    will have high impact on the other subsystem
    (change of model, massive recompilation, etc.)
  • Subsystems should have as maximum coherence and
    minimum coupling as possible
  • How can we achieve loose coupling?
  • Which subsystems are highly coupled?

21
Partitions and Layers
  • A large system is usually decomposed into
    subsystems using both, layers and partitions.
  • Partitions vertically divide a system into
    several independent (or weakly-coupled)
    subsystems that provide services on the same
    level of abstraction.
  • A layer is a subsystem that provides services to
    a higher level of abstraction
  • A layer can only depend on lower layers
  • A layer has no knowledge of higher layers

22
Subsystem Decomposition into Layers
  • Subsystem Decomposition Heuristics
  • No more than 7/-2 subsystems
  • More subsystems increase coherence but also
    complexity (more services)
  • No more than 5/-2 layers

23
Layer and Partition Relationships between
Subsystems
  • Layer relationship
  • Layer A Calls Layer B (runtime)
  • Layer A Depends on Layer B (make dependency,
    compile time)
  • Partition relationship
  • The subsystem have mutual but not deep knowledge
    about each other
  • Partition A Calls partition B and partition B
    Calls partition A

24
Virtual Machine (Dijkstra, 1965)
  • A system should be developed by an ordered set of
    virtual machines, each built in terms of the ones
    below it.

Problem
VM1
C1
C1
C1
attr
attr
attr
opr
opr
opr
C1
C1
VM2
attr
attr
opr
opr
C1
VM3
C1
attr
attr
opr
opr
C1
VM4
attr
opr
Existing System
25
Virtual Machine
  • A virtual machine is an abstraction that provides
    a set of attributes and operations.
  • A virtual machine is a subsystem connected to
    higher and lower level virtual machines by
    "provides services for" associations.
  • Virtual machines can implement two types of
    software architecture closed and open
    architectures.

26
Closed Architecture (Opaque Layering)
  • A virtual machine can only call operations from
    the layer below
  • Design goal High maintainability

27
Open Architecture (Transparent Layering)
  • A virtual machine can call operations from any
    layers below
  • Design goal Runtime efficiency

VM1
VM2
VM3
VM4
28
Properties of Layered Systems
  • Layered systems are hierarchical. They are
    desirable because hierarchy reduces complexity.
  • Closed architectures are more portable.
  • Open architectures are more efficient.
  • If a subsystem is a layer, it is often called a
    virtual machine.
  • Layered systems often have a chicken-and egg
    problem
  • Example Debugger opening the symbol table when
    the file system needs to be debugged

29
Software Architectures
  • Subsystem decomposition
  • Identification of subsystems, services, and their
    relationship to each other.
  • Specification of the system decomposition is
    critical.
  • Patterns for software architecture
  • Client/Server Architecture
  • Peer-To-Peer Architecture
  • Repository Architecture
  • Model/View/Controller
  • Pipes and Filters Architecture

30
Client/Server Architecture
  • One or many servers provides services to
    instances of subsystems, called clients.
  • Client calls on the server, which performs some
    service and returns the result
  • Client knows the interface of the server (its
    service)
  • Server does not need to know the interface of the
    client
  • Response in general immediately
  • Users interact only with the client

31
Client/Server Architecture
  • Often used in database systems
  • Front-end User application (client)
  • Back end Database access and manipulation
    (server)
  • Functions performed by client
  • Customized user interface
  • Front-end processing of data
  • Initiation of server remote procedure calls
  • Access to database server across the network
  • Functions performed by the database server
  • Centralized data management
  • Data integrity and database consistency
  • Database security
  • Concurrent operations (multiple user access)
  • Centralized processing (for example archiving)

32
Design Goals for Client/Server Systems
  • Portability
  • Server can be installed on a variety of machines
    and operating systems and functions in a variety
    of networking environments
  • Transparency
  • The server might itself be distributed (why?),
    but should provide a single "logical" service to
    the user
  • Performance
  • Client should be customized for interactive
    display-intensive tasks
  • Server should provide CPU-intensive operations
  • Scalability
  • Server has spare capacity to handle larger number
    of clients
  • Flexibility
  • Should be usable for a variety of user interfaces
  • Reliability
  • System should survive individual node and/or
    communication link problems

33
Problems with Client/Server Architectures
  • Layered systems do not provide peer-to-peer
    communication
  • Peer-to-peer communication is often needed
  • Example Database receives queries from
    application but also sends notifications to
    application when data have changed

34
Peer-to-Peer Architecture
  • Generalization of Client/Server Architecture
  • Clients can be servers and servers can be clients
  • More difficult because of possibility of deadlocks

35
Example of a Peer-to-Peer Architecture
  • ISOs OSI Reference Model
  • ISO International Standard Organization
  • OSI Open System Interconnection
  • Reference model defines 7 layers of network
    protocols and strict methods of communication
    between the layers.

36
Middleware Allows You To Focus On The Application
Layer
37
Model/View/Controller
  • Subsystems are classified into 3 different types
  • Model subsystem Responsible for application
    domain knowledge
  • View subsystem Responsible for displaying
    application domain objects to the user
  • Controller subsystem Responsible for sequence
    of interactions with the user and notifying views
    of changes in the model.
  • MVC is a special case of a repository
    architecture
  • Model subsystem implements the central
    datastructure, the Controller subsystem
    explicitly dictate the control flow

38
Example of a File System based on MVC
Architecture
39
Sequence of Events
40
Repository Architecture
  • Subsystems access and modify data from a single
    data structure
  • Subsystems are loosely coupled (interact only
    through the repository)
  • Control flow is dictated by central repository
    (triggers) or by the subsystems (locks,
    synchronization primitives)

41
Examples of Repository Architecture
Compiler
SyntacticAnalyzer
Optimizer
CodeGenerator
LexicalAnalyzer
  • Hearsay II speech understanding system
    (Blackboard architecture)
  • Database Management Systems
  • Modern Compilers

SyntacticEditor
42
Summary
  • System Design
  • Reduces the gap between requirements and the
    machine
  • Decomposes the overall system into manageable
    parts
  • Design Goals Definition
  • Describes and prioritizes the qualities that are
    important for the system
  • Defines the value system against which options
    are evaluated
  • Subsystem Decomposition
  • Results into a set of loosely dependent parts
    which make up the system
Write a Comment
User Comments (0)
About PowerShow.com